****EDIT FOR EASY NAVAGATION**** edited last on 2-8-05
--Post 9 has an additional normal sized map.
--Post 10 has tips that I promised.
--Post 11 has the tiny map edition.
--Post 12 has the unabashed plee for feedback.
--Post 14 has a new pedalicons file that fixes a bug.
--Post 19 has an updated (more flavorful, melts in your mouth
) script.txt file.
Just in time for the holidays! Version 2.2 is out now! The newest version of this classic scenario is available now. I have worked out many of the bugs and added many new game play elements! This scenario has been playtested and balanced for a fun warmongering campaign that requires quick island expansion. This scenario poses the question: can you fight an island hopping war and emerge victorious? Attached below are some screenshots.
I will post some tips/spoilers in a week or so.
The next post will include the download link.
Here is the history.
What's new in version V1.1?
-Changed Oyster Farm and Sea Epic: now they do not allow city size 2, Civlopedia reflects these changes.
-Oyster farm now costs less.
-Tech rate reduced slightly.
V1.2
-fixed tech tree icons so the arrows are correct.
-Swashbuckler unit downgraded, no more enslavment. unit retains invisibility, though. cost: 15, 2.1.1
-pirate ship no longer has hidden nationality, no longer starts golden age. cost: 45, 2(2).2.4
-Galley now upgrades to Fire Galley.
-fixed graphic uglies on map.
-tech rate reduced, agian.
-added new flavour elements to each player civ. Complete with a unique building.
-added a new tech, "Warfare Tatics".
-added a handful of new land units, adjusted some unit combat statistics.
-added two new bonus resources, salt and shellfish.
V2.0
-fixed more graphic uglies... i think i got them all now. Tech chooser screens are correct.
-Civlopedia is correct
-added new graphics for civil defence, available with fudalism.
-added more techs, especialy in the industrial era. Unique tech: Batteries
-added 1 new wonder
-added 2 new city improvment
-reduced tech rate to the correct rate, whew...
-added a new stratigic resource, mercenaries.
-added new units assosiated with the merc. resource.
V2.2
-bugs ironed out.
Known Bugs:
-city screen icon for brothel building is blank. If anyone knows why this is happening I would like to know.
please tell me what you think.
--Post 9 has an additional normal sized map.
--Post 10 has tips that I promised.
--Post 11 has the tiny map edition.
--Post 12 has the unabashed plee for feedback.
--Post 14 has a new pedalicons file that fixes a bug.
--Post 19 has an updated (more flavorful, melts in your mouth

Just in time for the holidays! Version 2.2 is out now! The newest version of this classic scenario is available now. I have worked out many of the bugs and added many new game play elements! This scenario has been playtested and balanced for a fun warmongering campaign that requires quick island expansion. This scenario poses the question: can you fight an island hopping war and emerge victorious? Attached below are some screenshots.
I will post some tips/spoilers in a week or so.
The next post will include the download link.
Here is the history.
What's new in version V1.1?
-Changed Oyster Farm and Sea Epic: now they do not allow city size 2, Civlopedia reflects these changes.
-Oyster farm now costs less.
-Tech rate reduced slightly.
V1.2
-fixed tech tree icons so the arrows are correct.
-Swashbuckler unit downgraded, no more enslavment. unit retains invisibility, though. cost: 15, 2.1.1
-pirate ship no longer has hidden nationality, no longer starts golden age. cost: 45, 2(2).2.4
-Galley now upgrades to Fire Galley.
-fixed graphic uglies on map.
-tech rate reduced, agian.
-added new flavour elements to each player civ. Complete with a unique building.
-added a new tech, "Warfare Tatics".
-added a handful of new land units, adjusted some unit combat statistics.
-added two new bonus resources, salt and shellfish.
V2.0
-fixed more graphic uglies... i think i got them all now. Tech chooser screens are correct.
-Civlopedia is correct
-added new graphics for civil defence, available with fudalism.
-added more techs, especialy in the industrial era. Unique tech: Batteries
-added 1 new wonder
-added 2 new city improvment
-reduced tech rate to the correct rate, whew...
-added a new stratigic resource, mercenaries.
-added new units assosiated with the merc. resource.
V2.2
-bugs ironed out.
Known Bugs:
-city screen icon for brothel building is blank. If anyone knows why this is happening I would like to know.
please tell me what you think.